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105 lines
3.9 KiB
C++
105 lines
3.9 KiB
C++
/* ResidualVM - A 3D game interpreter
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*
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* ResidualVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the AUTHORS
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* file distributed with this source distribution.
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*
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* Additional copyright for this file:
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* Copyright (C) 1999-2000 Revolution Software Ltd.
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* This code is based on source code created by Revolution Software,
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* used with permission.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#ifndef DRAWPOLY_PC_H
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#define DRAWPOLY_PC_H
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#include "engines/icb/gfx/psx_tman.h"
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#include "engines/icb/gfx/psx_pchmd.h"
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namespace ICB {
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extern unsigned int selFace;
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extern CVECTOR unlitPoly;
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extern unsigned int _drawBface;
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extern unsigned int deadObject;
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#if CD_MODE == 0
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// Draw a cuboid
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void drawSolidBboxPC(SVECTOR *scrn, CVECTOR *rgbIn);
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// Debug : Flat, Un-Textured, Self-Luminous, triangles
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void drawFUS3PC(uint32 *polyStart, const u_int n, SVECTORPC *pVertex);
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// Debug : Gouraud, Un-Textured, Self-Luminous, triangles
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void drawGUS3PC(uint32 *polyStart, const u_int n, SVECTORPC *pVertex);
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// Debug : Flat, Textured, Self-Luminous Triangles
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void drawFTS3PC(uint32 *polyStart, const u_int n, SVECTORPC *pVertex);
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// Debug : Gouraud, Textured, Self-Luminous Triangles
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void drawGTS3PC(uint32 *polyStart, const u_int n, SVECTORPC *pVertex);
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// Debug : Flat, Un-Textured, Lit, triangles
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void drawFUL3PC(uint32 *polyStart, const u_int n, SVECTORPC *pVertex, SVECTOR *pNormal);
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// Debug : Gouraud, Un-Textured, Lit, triangles
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void drawGUL3PC(uint32 *polyStart, const u_int n, SVECTORPC *pVertex, SVECTOR *pNormal);
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// Debug : Flat, Textured, Lit Triangles
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void drawFTL3PC(uint32 *polyStart, const u_int n, SVECTORPC *pVertex, SVECTOR *pNormal);
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// Debug : Gouraud, Textured, Lit Triangles
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void drawGTL3PC(uint32 *polyStart, const u_int n, SVECTORPC *pVertex, SVECTOR *pNormal);
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// Debug : Simple Flat, Un-Textured triangles with no colour in them
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void drawTRI3PC(uint32 *polyStart, const u_int n, SVECTORPC *pVertex);
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#endif // #if CD_MODE == 0
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// Optimised : Flat, Un-Textured, Self-Luminous, triangles
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void fastDrawFUS3PC(uint32 *polyStart, const u_int n, SVECTORPC *pVertex);
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// Optimised : Gouraud, Un-Textured, Self-Luminous, triangles
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void fastDrawGUS3PC(uint32 *polyStart, const u_int n, SVECTORPC *pVertex);
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// Optimised : Flat, Textured, Self-Luminous Triangles
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void fastDrawFTS3PC(uint32 *polyStart, const u_int n, SVECTORPC *pVertex);
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// Optimised : Gouraud, Textured, Self-Luminous Triangles
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void fastDrawGTS3PC(uint32 *polyStart, const u_int n, SVECTORPC *pVertex);
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// Optimised : Flat, Un-Textured, Lit, triangles
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void fastDrawFUL3PC(uint32 *polyStart, const u_int n, SVECTORPC *pVertex, SVECTOR *pNormal);
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// Optimised : Gouraud, Un-Textured, Lit, triangles
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void fastDrawGUL3PC(uint32 *polyStart, const u_int n, SVECTORPC *pVertex, SVECTOR *pNormal);
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// Optimised : Flat, Textured, Lit Triangles
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void fastDrawFTL3PC(uint32 *polyStart, const u_int n, SVECTORPC *pVertex, SVECTOR *pNormal);
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// Optimised : Gouraud, Textured, Lit Triangles
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void fastDrawGTL3PC(uint32 *polyStart, const u_int n, SVECTORPC *pVertex, SVECTOR *pNormal);
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// Optimised : Simple Flat, Un-Textured triangles with no colour in them
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void fastDrawTRI3PC(uint32 *polyStart, const u_int n, SVECTORPC *pVertex);
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} // End of namespace ICB
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#endif // #ifndef DRAWPOLY_PC_H
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